It has gotten a bit better in 2.61 but it's still a nightmare for beginners to learn the interface. However once you learn the key strokes and spagetti logic, meshes can be created in next to no time, much faster than most other 3D apps.

It's better but not good. It seems to happen when using mip-maps only and it doesn't happen in the desktop version, so i think it's an issue with inaccuracies of the mobile GPU and the mip-map-generation adding up. I had similar a issue with texture splatting when i tried to combine two textures in one.I tried to fix it by modifying the texture, but that introduced artifacts at the edges of the leave-polygons. If you could clamp the texture coordinates for trunk and branches to a stay further away from the center, it should go away or at least remain unnoticed.

The bow is working now, i.e. you can fire arrows with it. They don't hit anything though...

I had some trouble to make the bow work properly, because the arrow wasn't axis aligned and if i changed that, the bow itself didn't fit anymore. I ended up aligning arrow and bow to the z-axis and rotate the bow slightly after loading to match the arrow. It took me some time, but it looks cool now.

Here's a screen shot of the bow:

and the same scene with an arrow being fired into the sky (that brown bunch of pixels is the arrow... ):

It looks good, sorry about the alignment. I suppose all my messing around threw it off. If I had it to do over, I would have just put the bones in with it straight up and then tilted slightly afterwards, but you know how that goes. Hindsight is 20-20. It was a good experience and I learned a little more about the new Blender. Not really that new anymore since they changed it at 2.5 and it's at 2.61 now but I'm a little slow catching up with the changes, especially animation. They have a y-up export option for it now, also, but I didn't see it till after I sent the first one and didn't want to mess you up even more. I'll have to look at it some time and see how it works.I didn't know the arrow end would be visible that close up. I should have put a slot in it, but I suppose that would have made it even harder to align. I'm a minimizer when it comes to polygons. I could rework it if you want, but I imagine you are pretty sick of it.Anyway, it looks good. Looks like it's going to be a really fun game. I think you have the right idea with the dungeons, also. You can put the most variety in that way for the least number of poly's. If you need anything else, let me know. Nothing else should lead to quite that many problems.

I could rework it if you want, but I imagine you are pretty sick of it.

I'm almost happy with the way it is right now...and i'm really thankful to you and everyone else who has contributed so far. All this stuff might not be important for the game play, but it really helps me to create something that, in my view, it worth to add some actual game play features to it. I'm satisfied with the bow, just not with the texturing of the arrow...there is none except for the one that i added by calculating a texture wrap. If i upload the arrow, could you add some better fitting texture coords to it? It's such a shame that quit editing 3d models back in the Amiga days, but i guess one can only do so much...